CANCON 2017
Players Handbook
25mm Horse and Musket Comp
If you think you can handle the high level of awesomeness that will unfold over the Australia Day long weekend of January 27th and 28th, then the following pages will reveal the format and rules for this fantastic Australian WRG Horse & Musket celebration.

When: 27-28th January 2017
Where: Canberra Exhibition Centre
Start Time: 9:30am Saturday and Sunday
Cost: $50 per player.
Player Cap: There are a maximum of 30 spots available
Army Size: 1500pts
Games: There will be 5 games (3 Friday, 2 Saturday), each round will be 2.5hrs including deployment and with a minimum of 6 turns each. Games will be controlled with a chess clock timer that will ensure that an outcome is achieved.
In addition all games will use the Fog of War rules for deployment unless the scenario states otherwise and a Brigade test will be used, refer to notes in hand Book.
Contacts: Dominic O'Dwyer - russki67@yahoo.com.au
George Stosic - george.stosic@iinet.net.au
Registration: Please remember before the event to register online at http://www.cgs.asn.au/cancon/
Army lists will need to be submitted to Dom O’Dwyer and George Stosic, no later than 20th January 2017
All armies will be purchased from a 1500 points pool which will nominally represent a small independent division and MUST be historically justified or use the following references:
• The Jacobite Rebellions (sources Cheltenham)
• The Wars of European Expansion (18th Century wars in India and the Middle East) (sources Cheltenham/Redbook/ AWRG Armies of the east)
• American War of Independence (sources Cheltenham/ Redbook)
• The French Revolutionary War (sources Cheltenham/ Redbook)
• The Napoleonic Wars in Europe (many)
• Post Napoleonic Colonial Wars in India and the Middle East (AWRG Armies of the east/ yellow book/ Newbury)
Army Presentation
NO UNPAINTED OR UNBASED MINIATURES WILL BE ACCEPTED
Army List Restrictions and Mandatory requirements
• All army lists must have at least one artillery battery within them. It doesn’t matter if it is foot or horse, unless there is a historical precedence of only one type being available to the army. No battery can exceed 6 models
• At least 1 unit of cavalry must be taken within each army, min 8 figures
• No 6 figure Cavalry units are allowed unless it is historically justified and must be approved by the organiser before the 20th January 2017.
• No Mixed Brigades are allowed unless there is a historical justification. Where a mixed brigade is fielded evidence must be forwarded to Dominic O'Dwyer and George Stosic before the 20th January 2017.
• This is for REG and IRREG types, both mounted and foot.
• Cavalry must be brigaded together, infantry brigaded together, and foot Artillery batteries must be assigned to a brigade.
• Horse artillery batteries must be attached to cavalry brigades. If there is no cavalry Brigade within the army list then horse batteries may not be selected.
• AWI and SYW regulars will be run as standard Napoleonic regular troops making them able to fight in squares or columns like other troops of the later times.
• All AWI and SYW European and North American armies count as western armies, as do Texan war of Independence Texan and Mexican 1834 – 1838.
• The maximum number of units for Cavalry brigades is 3 unless there is a historical justification.
• The minimum and maximum for infantry Battalions is 3 up to 6 unless there is a historical justification
Players need to provide reference material and will need to be approved by Dominic O'Dwyer before the 20th January 2017
• National Characteristics for all armies are in play – All players that want new characteristics included with their army must discuss these characteristics with Dominic O'Dwyer and George Stosic prior to the comp and have them approved before the 20th January 2017
For all other questions please contact the Tournament Organisers
Email: russki67@yahoo.com.au or george.stosic@iinet.net.au

Competition Trophies and Prizes
• First, Second and third places.
• Gentleman’s award – voted by all players throughout the competition
• The Shannon Effect – Most ones roll

Rules and other considerations for the Competition
Australian WRG and insert attachment dated October 2013 will be available via the web page http://games.groups.yahoo.com/group/australianwrg
Quick reference Sheets will be provided at Cancon 2017 to avoid any old versions of the rules.

Additional Competition Information
Cancon 2017 will see scenario driven games that will ensure that there are clear objectives for all games that will remove any confusion with a game outcome.
Also at Cancon 2017, we will be encouraging all players to have a minimum of six turns each in a 2.5 hours time slot. This will be controlled with a chess clock timer that will ensure that an outcome will be achieved.
In addition all games will use the Fog of War rules for deployment and the following will apply:
• A board will be placed in the centre of the table while both armies are deployed. Once deployment has been completed, the board will be removed and the game will begin. Both players role a dice and the player with the highest dice will move first.

Brigade Commander TEST
In the reaction Phase and after all units have taken such tests they are required to check the reaction of each Brigade Commander if any of the following is applicable to his Brigade.
1. A unit in the Brigade has suffered a rout reaction, surrendered, or has been completely destroyed
2. The brigade commander has been eliminated, captured or is temporarily out of action
Method
Add and subtract the following factors then throw one D6 dice. If the dice score is higher than the total factors then the test is successful.
• For each unit in the Brigade currently shaken, routing, retreating due to adverse morale or has been destroyed. 1
• The brigade commander has been eliminated, captured or is temporarily out of action. 1
• At least half of the units in the brigade are shaken, routing, retreating, disordered or have been destroyed. 2
• If the Brigade commander is or was rash, cautious or of low military rating. 1
Subtract the following factors
• If the brigade Commander is accompanied by the C in C. -2
• If all the brigade surviving infantry and cavalry units are of high Class (ie; Elite, Veteran) -2
• Each unit in the Brigade currently pursuing enemy routers -1
• Each unit in the Brigade currently in cover , behind field defences or have not yet been located by the enemy -1
If the test succeeds, the brigades units continue to act as the player wishes if able to do so, unless under a retreat action. In this case they do so after one bound/move at the halt by all units able to do so.
If the test fails, units currently not under the control of a general or those controlled by a rash type or brigade commander will retreat off the table using the same route as if routing.
Those under the control of another type of general will retreat as above but for three moves/bounds only. After this they will halt if still on the table.
A retreat is made at full speed, however, if there are enemy units within charge reach of a retreating unit then that unit may move such that it ends the move facing them.
Unit unable to retreat will surrender.

Game Scenarios
Game 1: Pillage!
Set-up
• Once deployment has been completed, remove the Fog or war screen.
• Place D3+4 objective markers on the battlefield before rolling for set-up.
• For objective markers you should use 25 mm round bases, or other items of similar size are also acceptable.
• Objective markers cannot be placed within Blocking Terrain.
• Both players roll a die. Whoever scores highest places a marker anywhere on the Battlefield. Players then take turns to place objective markers, which must be more than 12” apart from one another.
• Roll a dice and whoever scores the highest will choose sides.
• Roll to see who goes first.
Objective
• If, at the end of the game you have at least a unit within 3” of an objective and there are no enemy units within 3” of it, you control that objective.
• If you control more objectives than your opponent, you win; otherwise the game is a draw.
• Commanders are always ignored from the point of view of controlling objectives (if it helps, remove them from the table before determining control of objectives).

Game 2: Push!
Set-up
• Once deployment has been completed, remove the Fog or war screen.
• Place one loot counter in the dead centre of the table.
• Roll a D3 and assign that many additional loot counters to each player.
• Roll to see who goes first.
• Starting with the player who won the roll , players will alternate placing these loot counters into their own set-up areas. Players then take turns to place objective markers, which must be more than 12” apart from one another.
• Set-up ends when both players have placed all of their units and loot counters.
• Controlling loot counters works in exactly the same way of an objective and there are no enemy units within 3” of it, you control that objective
• Roll to see who goes first
Objective
• At the end of the game, you score 2 points if you control the centre loot counter and 1 Loot Point for each loot counter in the possession of one of your units, and an additional +1 Loot Point for each loot counter you hold where the unit possessing it is entirely in your opponent’s half of the table.
• If you score more Loot Points than your opponent, you win; otherwise the game is a draw.

Game 3: Invade!
Set Up
• Once deployment has been completed, remove the Fog or war screen.
• Roll to see who goes first
Objective
• At the end of the game, add up the cost of all of your units that are entirely inside the opponent’s half of the table. That is your score. Your opponent does the same and you compare scores.
•
• If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins, otherwise the game is a draw.

Game 4: Control!
Set Up:
• Once deployment has been completed, remove the Fog or war screen.
• Roll to see who goes first
Objective
• At the end of the game, divide the table into six 2’x2’ squares (or equal sized areas for other table sizes).
• Add up the total units of each player excluding Bridge commanders, C in C or routing troops in each square.
• If one player has more units than their opponent in a given square then they “control” that square and will get 1 control Point.
• If a player controls the square in the centre of their opponents half of the table, that player gets an additional Control Point (so it is worth 2 CPs to control your opponent’s central square).
• The player with the most Control Points wins.
• If the players have an equal amount of Control Points then the game is a draw.
• If a unit is straddling the line between 2 or more squares then they are considered to be in whichever one the majority of their base is within, otherwise, the owning player must choose one of the squares to count their unit in. 6

Game 5: Uncontrolled deployment.
Set up:
• This scenario does not follow Fog of war rules for deployment
• At the start of deployment of the game, divide the table into three 2’x2’ squares (or equal sized areas for other table sizes).
• Next you will nominate a brigade of choice and will roll a dice to determine in which sector your brigade will deploy.
• 1-2 to the Left, 3-4 in the centre, 5-6 to the right
• Alternative turns will be taken to deploy all troops until both side are fully deployed.
• Once deployment is completed.
• Roll to see who goes first.
Objective
• At the end of the game, add up the cost of all of your units that are entirely inside the opponent’s half of the table. That is your score. Your opponent does the same and you compare scores.
• If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins, otherwise the game is a draw.

Players seeking a resolution decision - The TO will make a final decision and argument may be entered into.

Rule Clarifications
Any queries on the above will be answered by email just post your questions. Clarification can be sought form Dominic O'Dwyer or George Stosic via the AWRG website, or our private emails if you wish to keep it quiet.http://games.groups.yahoo.com/group/australianwrg

Concluding the Game
The game finishes at the end of the Hand to Hand Phase for the player that moved first.

Deployment, Terrain and other Clarifications
• Pre set terrain will be in use on the day, with the aim of speeding games up, eliminating the need to roll terrain prior to a game.
• All buildings used in this tournament are for show and will impassable terrain and block line of sight.
Competition games will only last 2.5 HOURS, this includes 30 minutes deployment.

Scoring
(20 points are available from each game ranging from 0-20)
• Tie breaks at the end of the tournament will be based on total attrition points.
• After each game battle points will be assigned as follows:
Result Tournament Points (TP)
• Victory 15 TPs
• Draw 10 TPs
• Loss 5 TPs
Margin of Victory:
• This is the difference between the total numbers of points the players have routed of each other’s army (attrition points). This difference in totals adjusts the Tournament Points by a positive or negative amount. This means that you may score a victory, but should your army be decimated by your opponent, that victory will be a hollow one.

Once the difference in points is known, consult the table below for the adjustment to both players’ scores: VP Difference
Player with higher VPs adjusts their TP score by Player with lower VPs adjusts their TP score by
1500 +5 -5
1200 to 1500 +4 -4
800 to 1199 +3 -3
400 to 799 +2 -2
100 to 399 +1 -1
0 to 99 0 0